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Give Us More Maps, For The Love Of God


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#21 miscreant

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Posted 21 January 2013 - 03:56 PM

View PostNoth, on 21 January 2013 - 03:54 PM, said:


Thank you for demonstrating your complete ignorance on team based development.


Please explain the process to me Master of All Game Development.

#22 Noth

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Posted 21 January 2013 - 04:01 PM

View Postmiscreant, on 21 January 2013 - 03:56 PM, said:


Please explain the process to me Master of All Game Development.


The devs have explained it many times. They have different teams with different skill sets. Most of those skill sets can't be changed between teams. Further, the more people on a team doesn't mean it will be any faster at content than fewer. In many cases more people on a team can actually slow down progress, this is really true when you put people without the proper skill set onto the team. Then there is the fact that some things are easier to make and test, thus are released faster. You don't simply hold up content that is done just because some other content isn't done. They have an overall priority list, but that doesn't mean that a higher priority item is going to be complete before a lower priority item. It all comes down to the scope and complexity of each item. The people working on the bobble heads and camos have much easier items to work on than those making maps.

#23 miscreant

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Posted 21 January 2013 - 04:03 PM

View PostNoth, on 21 January 2013 - 04:01 PM, said:


The devs have explained it many times. They have different teams with different skill sets. Most of those skill sets can't be changed between teams. Further, the more people on a team doesn't mean it will be any faster at content than fewer. In many cases more people on a team can actually slow down progress, this is really true when you put people without the proper skill set onto the team. Then there is the fact that some things are easier to make and test, thus are released faster. You don't simply hold up content that is done just because some other content isn't done. They have an overall priority list, but that doesn't mean that a higher priority item is going to be complete before a lower priority item. It all comes down to the scope and complexity of each item. The people working on the bobble heads and camos have much easier items to work on than those making maps.


Thank you. I appreciate you breaking it down for me.

Question: How did you not know that I was being sarcastic?...lol

Edited by miscreant, 21 January 2013 - 04:03 PM.


#24 Noth

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Posted 21 January 2013 - 04:07 PM

View Postmiscreant, on 21 January 2013 - 04:03 PM, said:


Thank you. I appreciate you breaking it down for me.

Question: How did you not know that I was being sarcastic?...lol


A sarcastic question is still a question. I simply answered the question.

#25 miscreant

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Posted 21 January 2013 - 04:08 PM

View PostNoth, on 21 January 2013 - 04:07 PM, said:


A sarcastic question is still a question. I simply answered the question.


Well you did a fantastic job. I applaud your effort and give you a star sticker for the day.

#26 HRRxStormBringer

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Posted 21 January 2013 - 04:16 PM

View Postfocuspark, on 21 January 2013 - 03:37 PM, said:

Game isn't even launched how can you call it a year old? Beta, remember?


True, but they've had ample time to develop some new maps. They went open beta because of "player fatigue" based on some notion that we were tired of levelling over and over again. That was never a factor for me or anyone else I know. What *is* a factor is boredom with the environment - and if they haven't started to address it now, then I'm skeptical for the future. If they were really concerned about player "fatigue", they would be focusing on the things which are repetitive - and putting out a new map because the lighting has changed isn't acceptable. They're pushing out 2 mechs a month - who cares? It seems their forcus has been exclusively on revenue generating items - bobble heads, upgrades, mechs - We have enough already. What we need is maps. Full stop.

Edited by HRRxStormBringer, 21 January 2013 - 05:07 PM.


#27 HRRxStormBringer

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Posted 22 January 2013 - 03:41 PM

View Postmiscreant, on 21 January 2013 - 04:08 PM, said:


Well you did a fantastic job. I applaud your effort and give you a star sticker for the day.


lol...

#28 Corvus Antaka

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Posted 22 January 2013 - 04:50 PM

player created maps please!!!

#29 miscreant

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Posted 22 January 2013 - 06:05 PM

View PostColonel Pada Vinson, on 22 January 2013 - 04:50 PM, said:

player created maps please!!!


Agree, but it'll never happen...makes too much sense.

#30 HRRxStormBringer

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Posted 22 January 2013 - 09:26 PM

View Postmiscreant, on 22 January 2013 - 06:05 PM, said:


Agree, but it'll never happen...makes too much sense.



Exactly right.

#31 focuspark

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Posted 22 January 2013 - 09:30 PM

Player created content killed CoH. This isn't TF2 and we're not making ***** hats here. Player created content doesn't work well when you're talking about something that HAS to be top quality, optimized, and fair.

#32 HRRxStormBringer

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Posted 22 January 2013 - 09:39 PM

View Postfocuspark, on 22 January 2013 - 09:30 PM, said:

Player created content killed CoH. This isn't TF2 and we're not making ***** hats here. Player created content doesn't work well when you're talking about something that HAS to be top quality, optimized, and fair.


You're making a great many assumptions. Community driven content in this community in particular has produced a lot of great content/mods/maps/games. MWLL (which some argue is better than this game) and MW4's current iteration are evidence of that, among a great deal of others - and some of the best MW3 maps were community built.

Perhaps you haven't been around very long - but you can be forgiven for that.

Edited by HRRxStormBringer, 22 January 2013 - 09:49 PM.


#33 Corvus Antaka

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Posted 23 January 2013 - 07:35 PM

I just dont buy that making maps is this involved. I mean yeah, from a workload point it is, but from a balance point - lets face it, if we can geta player map editor and use those maps for private matches only, how would that be a bad thing? This community could churn out tons of maps.

If PGI could create size & specification guidelines, or even then take player created maps and clean them up, this would greatly clear PGI's time of building them from scratch.

These maps are not like perfectly balanced rocket science, and I highly doubt user created maps would have massive balance problems - however of course some will.

Given norespawn and the constant over and over the same maps, Community warfare, etc, figuring out how to setup player built maps and integrate them while maintaining balance would be epic, because this game would thrive with a good 40+ maps to rotate through.

#34 HRRxStormBringer

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Posted 23 January 2013 - 09:21 PM

View PostColonel Pada Vinson, on 23 January 2013 - 07:35 PM, said:

I just dont buy that making maps is this involved. I mean yeah, from a workload point it is, but from a balance point - lets face it, if we can geta player map editor and use those maps for private matches only, how would that be a bad thing? This community could churn out tons of maps.

If PGI could create size & specification guidelines, or even then take player created maps and clean them up, this would greatly clear PGI's time of building them from scratch.

These maps are not like perfectly balanced rocket science, and I highly doubt user created maps would have massive balance problems - however of course some will.

Given norespawn and the constant over and over the same maps, Community warfare, etc, figuring out how to setup player built maps and integrate them while maintaining balance would be epic, because this game would thrive with a good 40+ maps to rotate through.


Agree, 100%.

People that question this communities' ability to create good content haven't been around very long.

#35 HRRxStormBringer

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Posted 24 January 2013 - 01:55 PM

Has there been any word from the devs on the possibility of a map editor?

#36 s0hno

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Posted 24 January 2013 - 02:11 PM

Quote

I think it would be really cool if on caustic (assuming that is supposed to be a volcano in the middle and not just a gas chimney) there were an actual volcanic eruption. Fill the entire crater with lava, and have a couple spots where it runs down the side of the mountain and pools. Make it a night map and the glowing lava can provide all the light you need (also royally screw with heat vision making night vision actually useful).


n1 idea, also the moon map with low gravity. Would be awesome for jumpers ^^


Quote

Doesn't matter. The focus is wrong. The lack of maps is the biggest issue with this game right now. Everything else is acceptable (for now).


In my opinion, there many things that have to be improved. I really like mwo, payd and played a lot. But to keep it going, the net code has definitely to be improved, as well as the engine performance (a high end system gets 30-40 fps, that's just not cool).
Also the matchmaking is horrible (if i play with 1 or 2 mates in ts, its like rolling over the enemy team.)

That there are that many players playing mwo despite the (still serious) problems shows a great potential. Hope they'll keep it up!

#37 miscreant

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Posted 24 January 2013 - 02:44 PM

I don't think a map editor feature has even been discussed, but I think it deserves attention.

At the rate we are moving (as for map releases) I would think they've considered this element.

We need some creative maps, something that shows we are not fighting battles ONLY on Earth!

#38 miscreant

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Posted 24 January 2013 - 11:37 PM

I had another thought...

Look at the Concept Art images on this website. See in the background? It looks to be a HUGE futuristic sci-fi cityscape with big drop ships!!

That's where I want to play. Right there.

#39 Fooooo

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Posted 25 January 2013 - 01:16 AM

There already is a map editor.

The cryengine 3 SDK.

I've made a few maps already, however they would still take a lot of work on PGI's part to fit their vision & clean it up / add all the spawn points, add MwO assets instead of my self created & default cryengineSDK ones, then make sure they still fit with where I placed my stuff...(which probably wouldn't work well, they would make a lot of changes there), then playtest it. Then re-do stuff, playtest again etc etc.

I've mentioned maybe pgi creating some assets they can release, very simple representations of buildings etc (that would be similar in size etc to buildings they already have in game) to speed up the "replacement" process etc.

Its still a very tall ask.

I would love to see them accept some of my maps, but I doubt it will ever happen without some kind of standardized assets I can use as placeholders & spec limits etc etc.

Edited by Fooooo, 25 January 2013 - 01:17 AM.


#40 HRRxStormBringer

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Posted 02 February 2013 - 11:11 PM

This still needs addressing. Sad that none have done so.





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